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Into The Light: Chapter One (DEMO)

Archive: 5 posts


http://lbp.me/v/ddh3f4
Hello guys, I'm really new to the whole forum thing, but I've met a lot of interesting people here and a lot of them have helped me out. So I decided to give it a try. The game is called Into The Light, its an original story that will provide main missions, along with submissions for extra points (i used money because I'm thinking of adding a currency system soon, not sure on what you will be able to buy though... At least yet) Even though with sackbots, you can incorporate the whole health system along with multiple different attacks and abilities, I decided to keep it simple and stick with Sackboy.
Anyways, I haven't seen a lot of people actually making stages or levels with story lines (definitely not with the mission/submission system) so i thought it'd be a good thing to add. My goal is to make a storyline but with the mission/submission system make it to where people don't just have to go in one direction, beat up this bad guy and beat the level... They can choose! And have fun! They don't even have to follow the main storyline, if they're in the city, they can go to the dock and go fish! (which is one thing you can do on this demo level, it still needs a lot of work, the fish don't actually go anywhere, they can't be sold for more points and fish don't respawn but those are certain things I'll probably add in later levels).
I think you guys get the jist of what I'm saying and trying to do. Please play my level, and give me any feedback you can, good or bad. I need criticism to help spicen up my game (just please don't get disrespectful with it). I think I get the F4F concept but I'm still not really sure; like I said I'm new to this. However, I'm willing to help any and everyone out that can spare a few minutes to try and help me out. Thank you all very much.
http://lbp.me/v/ddh3f4
2012-08-03 00:53:00

Author:
Unknown User


Sounds cool, could be a great RPG. Try adding some pictures though. Anyways I Q'd it

Ps: the F4F mean that if I give Feedback i your level you have to give me feedback for a level I choose. So I'll put my feedback later and then give you a level to play.

Review Time Yay!!!

Your level was quite interesting. I found it enjoyable to play. The backtracking and talking to people find out where my sister is was fun. I enjoyed the fishing mini game and had no problems what so ever with it. In fact the first fish I caught was Ol' Blobby himself. ( I think that was his name--it was the big red one) Though I didn't finished the level I did find it quite enjoyable. On the bad side of this review I did find some bugs. 1: the lazy pirate who tells me to pull the crates into the boat, can be murdered. Yes I successfully killed him because he wasn't doing his job. I drown him. I sure hope I didn't need to talk to him again. 2: On top of the 2nd building, not the one with the ninja but after, you can push a block off. I guess you forgot to glue it. Also the level design was very bland. So I'd give it 3 and 1/2 out of 5 stars. I'll be looking forward to the real thing.
2012-08-03 03:59:00

Author:
SilverTriforce7
Posts: 183


Welcome to LBPC Ace. Unfortunately, I haven't the time to welcome many people to the site over in the 'Introduce Yourselves' section of the forum like bio, Lady and some others manage to do each and every time (seriously, I have no idea how they do it..) so I'll just say it here, welcome to the site. ^^ No worries if you don't understand things, I get how it may seem confusing and overly complicated, but when you really get to it, it isn't that daunting a task hanging around these forums. In fact, you've already followed a rule so many have failed to go by, adding an lbp.me link. I don't recall it ever being sworn in as an official rule, but it's certainly reached that point where it might as well be. Now, this isn't fully necessary, but if you want to grab people's attention even more, you're welcome to take some pictures in LBP, upload them, check lbp.me, and post the images from lbp.me over here on your thread. As far as F4F goes, the way it works, if you don't know already, is that whoever plays and gives feedback on your level can request for you to give feedback on their own. It's a smart and intuitive way to get people's levels recognition, as well as support people to drop by some reviews.

But anyway, onto the level of course! Here's a review I've whipped up, and please excuse me if I accidentally switch between present and past tense. I'm sure the grammar nazis will NOT be pleased by this, but it's just a little side effect that can occur from my way of reviewing. The way I'll review levels here on LBPC is that I play and review them both at the same time. This way, all the details are fresh in my mind, and I'm free to type every little thought that might come into my mind about the level itself. Now that you know about that, here's the review below.

----------------------------------------------------------------------------------------------------------------

Alright, so the level starts out with you speaking with your mother, and, your sister's missing. It's a basic premise, but ya know what, that's totally fine, not a complaint at all. Moving left, I speak with some bots. I notice that, in the case with ALL bots, (except for the pirate over on the left of the level) when you first pass by them, they speak to you via widescreen no-moving-allowed moments. While this is fine, it could get a little annoying, especially when certain people like 'Old Fisherman' and 'Guy with the pink scarf' (doesn't have a name) are so close to eachother. I guess it's the fact that they could just interrupt you while you're on a mission. Maybe instead you could give players the option to speak with certain bots. That might be kind of unnecessary though, as if a feature such as that would force you to sticker an object or press a button, which might seem a tad weird just to speak with them, but idk.

I guess this is where having a chosen a bot to play as would have come in handy more. Then again, I do like the fishing idea concept (will talk about it more later) which would be impossible if you'd be controlling a sackbot. So I'm not sure what I should say. It's definitely a debate worth having with yourself though, and both arguments have their ups and downs. Either way though, I think it'd be nice to change up the way each person talks to you. Then again, one could dispute the fact how certain messages could be important. I feel less inclined to press 'o' upon running into a bot talking to me when it's in a no-moving sort of moment then if the cutscene just randomly showed up, allowing me to still move. (Not that I try skipping any messages, especially not in a review. I'm just trying to see it from the eyes of a different sort of player) And let's face it, skipping multiple messages from one person can be totally frustrating, trying to get both messages visible again. But yeah, I've spent enough time trying to imagine which would be the right way, I guess you can decide in the end if you want.

Moving on from that subject though, how about that fishing game? Fishing, I have to say, is an interesting idea to throw in. Fishing has stood the test of time of being a nice addition to many games, and if done right, it can truly add to the overall scenery. While I did certainly enjoy the concept of adding it in, I believe more can be done to make this and tried-and-true fishing experience.When trying to catch some of those blue fishies, I found that their movements were quite jagged, and resulted in them sticking to surfaces. What I mean by this, is that the large majority of me chasing fishes resulted in them ramming into the bottom of the dock or, many times, into the sandy floor below. This would result in them, for some odd, unexplainable reason, to literally stick to the floor. Here's a picture to show you just exactly what I mean by that.

http://ic.lbp.me/img/ft/e5c8e59f02812c0d14af63d1e41c3ce953c9e5bd.jpg

No matter how hard I tugged, they wouldn't budge. I'd simply have to swim away and come back to try again. This was a major annoyance, and while I'm not sure what the exact cause of this was, it hopefully shouldn't be too hard to fix. One could say it's not all bad since many times at first, me chasing a fish resulted to it sticking to the ground, and maybe I'm taking the wrong approach. Maybe I should attack from below. This strategy isn't very useful though with all the ones huddling right under the dock. Trying to attack from below would simply cause them to stick to the bottom of the dock instead. Here's another picture to show you an example of what would happen.

http://i1.lbp.me/img/ft/ea126416d36416734ba2834c04e9b777630a4df9.jpg

So either way, I believe this problem should be patched up, so it can be a lot more enjoyable.

But yeah, hopefully smoother controls and no clinging to surfaces can make it more enjoyable. Of course, that could result in it being far too easy, and might not be that enjoyable either. Obviously, things like this require a lot of thought, but if you do decide to fix it and find it too easy, you could always make it a timed challenge to see how many fishes the player can drop in the boat before the time runs out. This of course would require all fishes put in the boat to de-emit once inside the boat though, so it wouldn't fill up and overflow with fish too easily.

After finishing up the little fishing minigame, I decided to go for the closes tone after that, crate lifting! Oh, how this was a pain in my little sackperson's back. I'm not sure if I was doing it wrong, but I couldn't drag a single crate up that ramp. I understand the point of a challenge like this. They don't really involve gameplay, but are more to fit the scenery, and are those sort of "minimal tasks". But the thing is that this big ramp makes it rpetty much impossible to get even a single crate up to the pirate captain, let alone all five of them. While constantly grabbing it and trying to trudge forward, I accidentally grabbed onto the bot who gave me the mission in the first place, and accidentally had him fall in the water. I'm not sure if the reward is still given whether he's there or not, but this is a problem nonetheless. A simple solution is to make all bots non-grabbable.

Deciding to skip the crate challenge due to it's severe impossible-ness, I headed back east to where I was originally called upon by my own sackbot mother. By going back here, I now fully realize the changing music that goes on in the background. I quite enjoy the idea of different music throughout the town, and this might not exactly be a complaint, but it might be interesting to try experimenting a little more with transitioning between both pieces of music. Food for thought, but it's up to you of course. After speaking with fellow bot Xavier, and examining the location to the right of him, I will have to complain by saying how it looks pretty bland compared to the rest of the map. Here's a picture of this area in case you're not understanding where I'm referring to.

http://i4.lbp.me/img/ft/f84d06aa0652c2d66e38c2136efc123dc1810f00.jpg

I have nothing against with your choice of eggshell material, but more how much you used it. You've already established some materials, so it might be nice to see some of those on some ob the objects. Because right now, it follows one, simple pattern, which makes it less beautiful then it could be with a bit more variety in the textures you use here. Acquiring Xavier's pizza is a much easier task than trying to haul those massive crates up that slanted ramp back at the docking bay, so that's good. Plus, giving the pizza box a nice and friendly look, having you talk with the chef, and dragging the box itself across the town gives it a fresher feel to it than one might expect. This is definitely a good thing, considering it end sup falling under "fetch quests", which some people will automatically mark off as bad.

Speaking of which, I really like what you did with the pizza shop. The color design of the building itself is nice and clean, and seeing this fresh color scheme really brings out the detail on the stairs, which is one reason why I think the eggshell area could use touching up. I also enjoyed the rooftop area, and fitting in those nice umbrellas was a good idea, I gotta say. As far as other buildings go, I like them. The exterior of some windows can appear uneven at times (at least at the angle the player goes at) which can be a little irritating to look at, although that's probably one of my very, very minor nitpicks, but hey, I might as well throw it out there, right? But besides that, the designs for the doors are nice, and I like how you've done what other fellow creators have done with the brick design.

Looking at the multitude of AI characters, I'm not sure what exactly the kind of civilians you're going for since they're so varied in their outfits. I can tell there was some stickering involved for certain characters, although it might be nice to work more towards their outfits, to give a certain feel to that world as a whole, just a certain minor detail, to get one step closer to fully immersing you. Going back to some of the design, I liked the effort you put into the big tree, although I do have to say that the branches seem a little too think (at least the one on the left) so maybe try experimenting with making it thinner? I'm sure you could get some interesting results. Looking back at Big Louis' Pizza place, I think it might be interested to change the wooden pots holding the sunflowers to the same green color behind it. Testing it myself, it seems to fit better with the simplistic color singularity theme you have got going for the building, while at the moment, the wooden texture might feel the oh-so-tiniest out of place, but that could just be me. Besides that, I liked what you did with the fences for the town. Heck, you even made them look pretty sleek upwards-diagonally, and trust me, that isn't an easy task. xD

I decided to head back over to the large area with eggshell all over, and went up the set of stairs to the left, leading to the elevator. I will have to go ahead and complain that it takes way longer than it should for the elevator to drop down, so I'd definitely make it drop down quicker I can also hear the faintest sound as it's coming down, but it still feels lacking of audio. Another, louder sound could certainly spice up it's appearance into the level imo.

Moving on though, I'm brought in a new location, and meet a mysterious ninja. He's definitely got me intrigued as his mission definitely sounds the most interesting. It was just great, jumping on the trash can and climbing up those crates, and finding him there, with a neat response tied in one wouldn't expect. After he fades away, I of course decide to take on his challenge, and leap from the blue and white tower to the green ledges to the right. Having the miniature walls on the ledges can distort gameplay as it will get in your way as you try jumping over to the metal platforms with the caution signs.

[Unfortunately, I gtg, so I'll have to end the review there, but hopefully I can continue tomorrow. I hope you enjoyed what I've done so far though. ^^]
2012-08-03 04:20:00

Author:
Dragonvarsity
Posts: 5208


I gave you're level a run through earlier this evening and I was quite impressed. I managed to catch two fish and load up the ship easy. Convincing the two pirates that I found to return to their ship proved difficult. I talked to them, heard them each state that they didn't want to go back quite yet and I even tried slapping some sense into them (I was worried about taking the big one on)... and still nothing. I know that somewhere in the story line I'm supposed to get the grabinator but I couldn't find it. RPG's typically involve some exploration but for the simpler missions I suggest you direct the player which way to go to solve the quest (pointing with the sackbot, camera, say left or right). All in all it was a great start. Very original and quite fun. The "land of eggshell" was a bit empty and the stairs of the pizza joint were a bit annoying though. I was confused about the time frame that the game is set in... At first I thought medieval times and then I saw the building below with what seems to be air conditioning and a dumpster.
http://i2.lbp.me/img/ft/0025eff4c0eb90d4d072efe1978489cb462576d5.jpg
Also in that image is the stairs that I couldn't for the life of me go down. I came up them just fine but the railing wasn't positioned quite right. I had to go all the way around to the other side to head back down.

As for the F4F, I've got a couple of levels for you to choose from...
They are a part of my "Metal Gear Sackboy - Unraveling Stitches" story.

http://littlesigplanet.com/sigs/level/ct90qb/sites_planetarium/1/sig.png (http://lbp.me/v/ct90qb)

http://littlesigplanet.com/sigs/level/dd6tdf/sites_planetarium/1/sig.png (http://lbp.me/v/dd6tdf)

Thanks!

EDIT: That's a darn good ninja... I just noticed him when I posted the pic here... Didn't even see him in the game. Ha.
2012-08-04 05:32:00

Author:
Unknown User


will add it to the queue2012-08-05 04:03:00

Author:
biorogue
Posts: 8424


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